Magnet Pull (Ability): Difference between revisions

m
m (project tag)
 
(141 intermediate revisions by 76 users not shown)
Line 1: Line 1:
{{AbilityInfobox
{{AbilityInfobox/header
|name=Magnet Pull
|name=Magnet Pull
|jpname=じりょく
|jpname=じりょく
Line 5: Line 5:
|jptranslit=Jiryoku
|jptranslit=Jiryoku
|colorscheme=steel
|colorscheme=steel
|gen=3
|gen=III
|text3=Traps Steel-type Pokémon.
|text4=Prevents Steel-type Pokémon from escaping.
}}
}}
'''Magnet Pull''' (Japanese: '''じりょく''' ''Magnetism'') is an [[ability]] introduced in [[Generation III]]. Only 5 [[Pokémon]] have this ability, all of which are part of an [[evolution]] family that undergoes its final evolution by leveling up at [[Mt. Coronet]] in [[Sinnoh]], are in the {{egg3|Mineral}} (though one family is genderless), and have {{a|Sturdy}} as a secondary ability.
{{AbilityInfobox/desc|III|Traps <sc>Steel</sc>-type <sc>Pok</sc>é<sc>mon</sc>.{{sup/3|RSEFRLG}}<br>Traps <sc>Steel</sc>-type foes.{{sup/ss|Colo}}{{sup/ss|XD}}}}
{{AbilityInfobox/desc|IV|Prevents Steel-type Pokémon from escaping.}}
{{AbilityInfobox/desc|V|Prevents Steel-type Pokémon from escaping.}}
{{AbilityInfobox/desc|VI|Prevents Steel-type Pokémon from escaping.}}
{{AbilityInfobox/desc|VII|Prevents Steel-type Pokémon from escaping using its magnetic force.}}
{{AbilityInfobox/desc|VIII|Prevents Steel-type Pokémon from escaping using its magnetic force.}}
{{AbilityInfobox/desc|IX|Prevents Steel-type Pokémon from fleeing by pulling them in with magnetism.}}
|}
'''Magnet Pull''' (Japanese: '''じりょく''' ''Magnetism'') is an [[Ability]] introduced in [[Generation III]].


==Effect==
==Effect==
===In battle===
===In battle===
Magnet Pull traps {{type2|Steel}} Pokémon, making them unable to leave battle except by holding a {{DL|In-battle effect item|Shed Shell}} or using {{m|Baton Pass}} or {{m|U-turn}}.
Magnet Pull [[Escape prevention|prevents]] adjacent {{type|Steel}} opponents from [[Escape|fleeing]] (including {{m|Teleport}}) or [[Recall|switching out]] as long as the user remains in battle. However, if a Pokémon with Magnet Pull switches in, Steel-type opponents that decided to switch out at the beginning of that turn but have not yet moved will still switch out.


In a [[double battle]], Magnet Pull does not affect the partner Pokémon.
Using {{m|Baton Pass}}, {{m|U-turn}}, {{m|Volt Switch}}, {{m|Flip Turn}}, or {{m|Parting Shot}} will still cause the Pokémon to switch out. Holding a [[Shed Shell]] allows the Pokémon to switch out, but not flee or use Teleport. Having the Ability {{a|Run Away}} or holding a [[Smoke Ball]] allows the Pokémon to flee or use Teleport, but not switch.


In [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness]], a Pokémon with Magnet Pull immobilizes Steel-type Pokémon that attack it directly, preventing them from moving for a few turns.
If a wild Pokémon has Magnet Pull and the player's Steel-type Pokémon faints, if the player attempts to flee instead of sending out another Pokémon, they are unaffected by Magnet Pull.
 
====Generation III====
Magnet Pull affects allies.
 
====Generation IV onward====
Magnet Pull no longer affects allies.
 
====Generation VI onward====
{{type|Steel}} Pokémon are now unaffected by Magnet Pull if they have {{t|Ghost}} as another type.


===Outside of battle===
===Outside of battle===
From {{game|Emerald}} onwards, if the Pokémon with Magnet Pull is leading the [[party]], then the likelihood of encountering wild Steel-type Pokémon is increased by 150%.
From {{game|Emerald}} onwards, if a Pokémon with Magnet Pull is in the first place in the [[party]] (even if [[fainting|fainted]]), then there is a 50% chance the game will force an encounter with a Steel-type Pokémon, if one is possible.
====Generation VIII====
In {{g|Sword and Shield}} only, the chance is 51% instead.
====Generation IX====
In {{g|Scarlet and Violet}}, this Ability has no effect outside of battle, with its former field function effectively being replaced by {{DL|Sandwich|Meal Powers}}.


==Pokémon with Magnet Pull==
==Pokémon with Magnet Pull==
===Single ability===
{{Ability/head|Steel}}
No Pokémon have Magnet Pull as their only ability.
{{ability/entry|0074|form=-Alola|Geodude|Rock|Electric|Magnet Pull|Sturdy|Galvanize|formlink={{color2|000|Alolan form|Alolan Form}}}}
{{ability/entry|0075|form=-Alola|Graveler|Rock|Electric|Magnet Pull|Sturdy|Galvanize|formlink={{color2|000|Alolan form|Alolan Form}}}}
{{ability/entry|0076|form=-Alola|Golem|Rock|Electric|Magnet Pull|Sturdy|Galvanize|formlink={{color2|000|Alolan form|Alolan Form}}}}
{{Ability/entry|0081|Magnemite|Electric|Steel|Magnet Pull|Sturdy|Analytic}}
{{Ability/entry|0082|Magneton|Electric|Steel|Magnet Pull|Sturdy|Analytic}}
{{Ability/entry|0299|Nosepass|Rock|Rock|Sturdy|Magnet Pull|Sand Force}}
{{Ability/entry|0462|Magnezone|Electric|Steel|Magnet Pull|Sturdy|Analytic}}
{{Ability/entry|0476|Probopass|Rock|Steel|Sturdy|Magnet Pull|Sand Force}}
{{Ability/entry|0808|Meltan|Steel|Steel|Magnet Pull|None|None}}
{{Ability/foot|Steel}}
 
==In other games==
==={{g|Mystery Dungeon series}}===
In [[Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team|Red Rescue Team and Blue Rescue Team]], and [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness|Explorers of Time, Darkness]] and [[Pokémon Mystery Dungeon: Explorers of Sky|Sky]], a Pokémon with Magnet Pull has a 12% chance of immobilizing Steel-type Pokémon that attack it directly, preventing them from moving for a few turns.
 
In {{g|Super Mystery Dungeon}}, Magnet Pull prevents adjacent Steel-type Pokémon from being able to move. However, they are still able to use moves or items.
 
===Description===
{{movedesc|Steel}}
{{movedescentry|{{gameabbrevmd|RB}}<br>{{gameabbrevmd|TDS}}|Immobilizes Steel-type attackers.}}
{{movedescentry|{{gameabbrevmd|BSL}}|{{tt|こうげきしてきた はがねタイプの ポケモンを いどうできなくしてしまう|Immobilizes Steel-type attackers.}}}}
{{movedescentry|{{gameabbrevmd|GTI}}|Unavailable}}
{{movedescentry|{{gameabbrevmd|SMD}}|Steel-type Pokémon next to the Pokémon can't move! It has no effects on Pokémon other than Steel types and has no effect on Pokémon with the Run Away Ability.}}
{{movedescentry|{{gameabbrevmd|DX}}|Steel-type enemies next to the Pokémon can't walk. However, in some special cases, this Ability will have no effect.}}
|}
|}{{left clear}}


===Dual ability===
==In the manga==
{{Abilitylist2}}
===Pokémon Adventures===
{{Abilityentry2|081|Magnemite|2|Electric|Steel|Sturdy}}
{{movemanga|type=steel|exp=yes|gen=The Pokémon prevents Steel-type Pokémon from fleeing or moving freely by pulling them in with magnetism. It can also attract metal objects to its body.|image1=Roxanne Nosepass Magnet Pull Adventures.png|image1p=Nosepass|image2=Cyrus Magnezone Magnet Pull Adventures.png|image2p=Magnezone}}
{{Abilityentry2|082|Magneton|2|Electric|Steel|Sturdy}}
{{movep|type=steel|ms=299|pkmn=Nosepass|method=Nosepass uses its magnetism to prevent Steel-type Pokémon from leaving the battlefield. The opponent also cannot jump into the air, and is stuck to the ground until Nosepass or the opponent is defeated.}}
{{Abilityentry2|299|Nosepass|1|Rock||Sturdy}}
{{movemid|type=steel|user=Roxanne's Nosepass|startcode=PS190|startname=Blowing Past Nosepass I|notes=Debut}}
{{Abilityentry2|462|Magnezone|2|Electric|Steel|Sturdy}}
{{movep|type=steel|ms=462|pkmn=Magnezone|method=A burst of invisible energy comes off Magnezone's body and it can attract all metal objects all around it. It pulls the metal objects onto the magnets on its body.}}
{{Abilityentry2|476|Probopass|2|Rock|Steel|Sturdy}}
{{movebtmManga|type=steel|user=Cyrus|user1=Cyrus's Magnezone|startcode=PS369|startname=Problematic Probopass and Mad Magnezone II}}
{{Abilityfooter}}


==In other languages==
==In other languages==
*German: '''Magnetfalle'''
{{Langtable|color={{steel color}}|bordercolor={{steel color dark}}
*French: '''Magnépiège'''
|zh_yue=磁力 ''{{tt|Chìhlihk|Magnetism}}''
*Italian: '''Magnetismo'''
|zh_cmn=磁力 ''{{tt|Cílì|Magnetism}}''
*Spanish: '''Imán'''
|fr=Magnépiège
 
|de=Magnetfalle
{{AbilityVariations|Magnet Pull|Arena Trap|Shadow Tag}}
|it=Magnetismo
|ko=자력 ''Jiryeok''
|pt_br=Magnetismo
|ru=Магнетизм ''Magnetizm''
|es=Imán
|tr=Manyetik Çekim
|vi=Từ tính
}}
{{-}}
{{AbilityVariations|Arena Trap|Magnet Pull|Shadow Tag|color=Steel|1color={{ground color dark}}|2color={{steel color dark}}|3color={{ghost color dark}}
|1a=Flash Fire|2a=Harvest|3a=Lightning Rod|4a=Magnet Pull|5a=Static|6a=Storm Drain|1acolor={{fire color dark}}|2acolor={{grass color dark}}|3acolor={{electric color dark}}|4acolor={{steel color dark}}|5acolor={{electric color dark}}|6acolor={{water color dark}}|titlea=[[:Category:Abilities that affect appearance of wild Pokémon of specific types|Wild Pokémon type-influencing Abilities]]}}
{{-}}
{{Project Moves and Abilities notice}}
{{Project Moves and Abilities notice}}


[[Category:Trapping abilities]]
[[Category:Trapping Abilities]]
[[Category:Abilities that affect appearance of wild Pokémon]]
[[Category:Abilities that affect appearance of wild Pokémon]]
[[Category:Abilities that affect appearance of wild Pokémon of specific types]]
[[Category:Abilities with field effects]]
[[Category:Abilities with field effects]]


[[de:Magnetfalle]]
[[de:Magnetfalle]]
[[es:Imán (habilidad)]]
[[fr:Magnépiège]]
[[fr:Magnépiège]]
[[it:Magnetismo]]
[[ja:じりょく]]
[[ja:じりょく]]
[[zh:磁力(特性)]]
8,063

edits